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[Dev] Voidwatch: Response to Feedback
Phoenix.Sehachan
Server: Phoenix
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Posts: 13352
By Phoenix.Sehachan 2012-01-11 15:11:45
I think it's ok to have super rare drops, but it's very silly the inability to pass an item you already got to others.
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By Phoenix.Dramatica 2012-01-11 15:12:38
Defending ring is an extreme and moronic example. Kings in general were a failure to the overall player base and were only done by a small number of people with the fortitude/bots to spend their life away camping. Lotteries are completely fine when the drop rates are not lower than defending rings, and you have absolutely no control over who gets what.
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Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-01-11 15:13:23
Quetzalcoatl.Zagam said: »Phoenix.Dramatica said: »Voidwatch has nothing to do with effort or reward, it's simply playing the lottery and hoping you win. More people need to understand this and realize the flaws. everything in a MMO is a lottery , more people need to understand its a business designed to keep timesinks and you keep paying.
And Tikal is proving my point. There are currently more Mekira Meikogai out there then defending rings. You can spam as much as you want, voidwatch as a design is much better then any of the past time sinks. but yet still not good enough. Still not logging in and collecting the items from the moogle the day of the patch. Damn this game sucks so bad blah blah tanaka blah barance blah blah brb going to rage quit and still play for years but complain about it.
It's obviously not that great of a time sink when you compare it to Abyssea and when you see how many people are complaining and quitting over it... Having a reason to bring a large amount of people, cool. Having to compete vs all those people and have the potential pool of people to use shrink with every fight, not cool. I have to shout for obscure NM's like Smierc for Athos gloves for an hour and a half because everyone has them lol.
Cerberus.Tikal
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By Cerberus.Tikal 2012-01-11 15:15:01
Quetzalcoatl.Zagam said: »Phoenix.Dramatica said: »Voidwatch has nothing to do with effort or reward, it's simply playing the lottery and hoping you win. More people need to understand this and realize the flaws. everything in a MMO is a lottery , more people need to understand its a business designed to keep timesinks and you keep paying.
And Tikal is proving my point. There are currently more Mekira Meikogai out there then defending rings. You can spam as much as you want, voidwatch as a design is much better then any of the past time sinks. but yet still not good enough. Still not logging in and collecting the items from the moogle the day of the patch. Damn this game sucks so bad blah blah tanaka blah barance blah blah brb going to rage quit and still play for years but complain about it. It's a culmination of things. I was bored with VW after the Zilart paths. Now, it's just an effort in boredom. I had more fun fighting Zipacna back in the day than I have clobbering Qilin. Fanatic's Drink spam just makes things utterly boring. There's little risk, little effort, and little in the way of rewards. If they fix the risk and effort ratio though, then the rewards have to be fixed too, because only the current ease of killing justifies the low drop rate.
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Ragnarok.Kongming
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By Ragnarok.Kongming 2012-01-11 15:22:14
Phoenix.Dramatica said: »Defending ring is an extreme and moronic example. Kings in general were a failure to the overall player base and were only done by a small number of people with the fortitude/bots to spend their life away camping. Lotteries are completely fine when the drop rates are not lower than defending rings, and you have absolutely no control over who gets what. I spent a very long time camping kings and have nothing to show for it, yet I would call the system a success because I thought it was fun. Yes, it was inaccessible to the majority of the playerbase but that was part of the thrill of it. It was something special.
There's nothing special like that remaining. The game has been dumbed down so many times that everyone can do everything, and everyone has sky high expectations, everyone wants the best gear, and they'll whine like mad *** when they don't get it. Have you ever considered some items are designed such that only a few people will have them? This was painfully obvious back kings days, but apparently abyssea smacked so many people with the stupid stick that we all forgot about it.
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Quetzalcoatl.Zagam
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By Quetzalcoatl.Zagam 2012-01-11 15:31:00
Phoenix.Dramatica said: »Defending ring is an extreme and moronic example. Kings in general were a failure to the overall player base and were only done by a small number of people with the fortitude/bots to spend their life away camping. Lotteries are completely fine when the drop rates are not lower than defending rings, and you have absolutely no control over who gets what. How is it extreme and moronic when you're entire basis of vw drops is based on rarity? theres a few hundred rings in how many years vs VW drops in how many months? hell you alone posted Mekira Meikogai standing in a group of 5?6? others and yet still complain every chance you get. VW even with its low drops and not pooling is still leaps and bounds better then kings and the fact you cant grasp time sinks is moronic.
Honest question, if SE listened to you and added pooling option/points w/e and you completed all the drops you wanted in lets say 3 months with nothing else coming. what exactly would you log in for?
Bahamut.Feisei
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By Bahamut.Feisei 2012-01-11 15:32:13
Friends ^
Server: Lakshmi
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Posts: 10394
By Lakshmi.Sparthosx 2012-01-11 15:33:18
Quetzalcoatl.Zagam said: »Are you expecting a different result? I think theres a word for that....
Seemed like SE was putting out a different result during Abyssea - a result people liked. Before you point out the people who hated Abyssea I'll say I'm aware of those people and you fail to realize that the response was largely positive which is all that matters within the scale of an MMO.
Neo-Dynamis? Received well.
Abyssea? Received well.
MMM? Poor reception.
VNM? Universally loathed.
Nyzul? Received well.
Voidwatch? Poor reception.
Quote: There is no way to prove I don't have it, in your mind anyone that enjoys this game has it. Hell, I probably do, but at least I enjoy the game. You on the other hand, do have it. The difference is you're in denial. And don't feed me that bs that you'll quit, You're the type that will be here until the plug is finally pulled. Complaining every step of the way, hand in hand with runespider.
Since the drawdown of Abyssea I've seen my own LS shrink from ~60 members down to around 10-20 people who still log on, seen the overall size of shells on Lakshmi dip significantly, seen little content to replace the old, a return to Tanaka's torture methods and my own playtime drop with each statement from SE. If anything it's been SE doing an amazing job of breaking my attachment to this game over the past few months.
How about you read up on Stockholm's before you post? You're the one defending SEs bad responses to player concerns while refusing to accept that the current system is rubbish. I give SE credit where it's due (story writers put in work, music team almost always delivers and graphics have stood the test of time) but Voidwatch isn't worthy of any praise because it boils down to:
-Spawn
-Spam drinks
-Zerg
-Get Nothing / Watch someone get HQ loot they cant use or have already.
SE can't even be bothered to cover it up. The new badass mobs are pretty much capable of OHKO'ing pretty much anyone not under an invincibility drink. Feels good getting hit with Death, Doomspam or taking 1800dmg in an attack round.
With point systems you'd tell yourself "well, im one step closer to a Murasamemaru or a Toci's" but with the current system you're never any closer to progress and that's even worse than old HNMs where you could at least do something else to stockpile gil and buy the drop. ZNM picture taking seems like a luxury compared to repeating these terrible NMs only to never get ***or the same logs/ore to the moon.
I'm always willing to do some grinding if I know that I'm going to get something out of it. I found the ZNM experience overall successful (though most would disagree) but Voidwatch? It's a pure lottery where no matter how much time you throw at it you're still at the same odds as Joe Schmuck #12 of getting a drop.
Quote: And overwhelming response? anyone that's ever worked in customer service knows they get 1 positive feedback vs 10's or 100's of complaints. It's human nature to complain, some like you are more vocal then others but taking the few hundred posters that hash the exact same complaints over and over vs the many thousands of players you can't seriously think you have the OVERWHELMING majority.
Most people (the dreaded casuals!) will just cancel accounts and say nothing, I'm just a bit more noisy yes. We can call it human nature if you want but really it's just SE making more shitty decisions after failing to learn their lesson the first time.
I've said it before and I'll say it again - there are better ways to build timesinks.
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By Phoenix.Dramatica 2012-01-11 15:34:00
If you can't see why comparing Dring to Voidwatch drops is moronic, then I'm going to stop posting before I get myself banned. Would like above post, but banned from liking posts for some reason. :(
By Chyula 2012-01-11 15:39:19
Wait VW is a good way to make gil? WTF where is my god damn gil return on all those crour I spent???? The amount of crour I spent upgrading I can buy 1/3 of a relic with it. after 250+ fight I have yet to see any where close to what I invested!!! ppl stop bring up the HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE reason to justify VW.
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Server: Phoenix
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By Phoenix.Dramatica 2012-01-11 15:41:00
I rarely end up losing gil, but I sure as *** don''t end up making more than pocket change on average unless specifically spamming an nm with gil drops.
Server: Lakshmi
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By Lakshmi.Sparthosx 2012-01-11 15:42:06
Lemme tell you, 2k Gold Ingots are worth it.
Lucky for me last update I got a Thundaja and sold that badboy on day 2 for 5.5m. Felt good man.
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Ragnarok.Ashman
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Posts: 4252
By Ragnarok.Ashman 2012-01-11 15:43:11
Phoenix.Dramatica said: »Defending ring is an extreme and moronic example. Kings in general were a failure to the overall player base and were only done by a small number of people with the fortitude/bots to spend their life away camping. Lotteries are completely fine when the drop rates are not lower than defending rings, and you have absolutely no control over who gets what.
I love how it always degenerates to the RL card. When I was in a HNMLS i payed attention to a ONE MINUTE WINDOW 7 times in 3 hours. In voidwatch I have to watch for procs the entire run.
People who never got anything from HNM insist on attributing negative connotations to it that have no founding in fact. I got far more accomplished during the ground king era, outside of game, than I ever did at any other point.
Regardless, people are going to *** about any system. The difference is that if I try to get a shout together to get 3 seals I need for bst feet today, It'll take me a month. If i get a voidwatch shout in 6 months Itll fill. Hell I go on some voidwatch runs because they need a proc job that I dont mind a quick 60,000 exp on.......
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By Phoenix.Dramatica 2012-01-11 15:46:37
Why must you take that comment so seriously? My only point was that kings targeted a very small niche, and very few people wanted to sit in the same spot doing nothing for the low chance of claim. Obviously most campers will end up afking until windows, but I never agreed with the afk for up to 3 hours so I can have a chance at fighting an NM that dies in 10mmins premise of kings. I just don't understand how people found that entertaining besides the drama it brought(which was hilarious and amazing mind you).
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Phoenix.Sehachan
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By Phoenix.Sehachan 2012-01-11 15:48:10
Drama still lives strong without HNMLS.
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By Phoenix.Dramatica 2012-01-11 15:48:34
Was that seal comment serious? If you cannot obtain abyssea gear in a reasonable amount of time, you are too terrible to be playing this game, let alone any game.
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Ragnarok.Kongming
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By Ragnarok.Kongming 2012-01-11 15:48:40
Seriously, let's analyze pooling and compare scenarios from a business standpoint. In this example we'll have two friends who are very likely to share gear pools, since Player1 is DD heavy and Player2 is mage heavy, and they're out for gear accordingly.
In a pooled system they've effectively doubled their drop rate assuming no overlapping gear, and thus the amount of time they take to complete what they set out for has been halved. Most people quit when they run out of goals, so we're essentially taking in half the money we would have "otherwise", and this is only assuming 2 people: guess what happens when an entire alliance of 18 people abuse the system?
Now, "otherwise" can be exceptionally misleading because you're not considering what is actually happening. If player2, who is strictly mage only, happens to get a Corsucanti by chance, what is the probability that they will in turn level THF considering the ease in leveling abyssea has granted? Pretty damn high. I'd say there are few other better reasons to level THF. So not only has not pooling created a better time sink for each individual player, the current distribution method actually creates more timesinks, because Player2 will subsequently go on to level THF and gear it.
And you're asking SE why they have their heads up their *** when they design this content? Please.
It's a conspiracy.
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By Lakshmi.Sparthosx 2012-01-11 15:49:01
Some people liked Kings for the trash talk and pseudo-PvP elements that came from being in the same zones trying to MPK eachother to get that almighty claim.
It was as close as XI got to PvP.
I do recall getting some choice words from other LS' when I would claim a Pony or Sandworm over them. The system was ***but some people have dispositions towards competitive content and currently XI has none of that.
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Phoenix.Sehachan
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By Phoenix.Sehachan 2012-01-11 15:51:59
Lakshmi.Sparthosx said: »some people have dispositions towards competitive content and currently XI has none of that. High level VNMs ftw? If people find claiming fights so entertaining..
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By Phoenix.Dramatica 2012-01-11 15:52:37
I just assume that everyone has any job and can make use of any piece of gear unless they are a mule tbh. The whole point of the pooling option would be mainly aimed at extra pieces of gear that you cannon obtain. The drop rates are still low enough for it to take ages for people to cap out of gear, and people will always need gil/upgrade items for empyreans.
Bahamut.Serj
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By Bahamut.Serj 2012-01-11 15:52:42
Timesinks should be because of large amounts of content with reasonable effort:reward ratios, not abysmal drop rates on extremely small content.
I don't get how people don't get that. I'd be perfectly alright doing the same nm 10-30 times for a piece of gear and have 20 final tier nms to fight than a <1% drop rate from 3-5 fights.
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Ragnarok.Ashman
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By Ragnarok.Ashman 2012-01-11 15:53:37
Phoenix.Dramatica said: »Was that seal comment serious? If you cannot obtain abyssea gear in a reasonable amount of time, you are too terrible to be playing this game, let alone any game.
It was the best example I could fabricate for an argument I was only involved in to kill the last 10 minutes before I get to leave work.
Lakshmi.Sparthosx said: »Some people liked Kings for the trash talk and pseudo-PvP elements that came from being in the same zones trying to MPK eachother to get that almighty claim. It was as close as XI got to PvP. I do recall getting some choice words from other LS' when I would claim a Pony or Sandworm over them. The system was ***but some people have dispositions towards competitive content and currently XI has none of that.
I still see people and think "theyre from THAT shell". That drama was half the fun but also forged some strong impressions in me.
VIP
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By Siren.Kalilla 2012-01-11 15:55:26
HNM should of gone like this:
You get interested and start camping for a few weeks/months until you get your drop then you move on to the next thing.
What it turned out to be was this:
You joined a linkshell that used 3rd party programs to gain the advantage over competition. They did this 24/7 for years, and sold the drops to buyers willing to dish out mountains of gil for that "special" item.
Why were these items "special"? Because, only a handful of people on each server controlled who got what, and no normal group could go out there and have the same chance of claiming as the opposing group because they used bots and didn't have to focus.
This provided enough gil for members that they really didn't have to do anything else in the game. They could show up to events/pops and just make sure they are there, and at the end of the month they could get a payout of 10+ mil a month.
Do that for a few months and you basically have your relic.
That is why people did HNM, and that is why SE will not allow people to give items in their chests to others.
Even though you can make a relic even faster with the changes they have made to dynamis...
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By Phoenix.Dramatica 2012-01-11 15:57:18
Timesinks should be because of large amounts of content with reasonable effort:reward ratios, not abysmal drop rates on extremely small content.
I don't get how people don't get that. I'd be perfectly alright doing the same nm 10-30 times for a piece of gear and have 20 final tier nms to fight than a <1% drop rate from 3-5 fights. This and the whole problem lies in the dev teams stubbornness/laziness, and lack of manpower possibly? to create a large amount of fresh new content that will keep players happy and paying.
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By Phoenix.Dramatica 2012-01-11 15:59:49
Voidwatch isn't exclusive like HNMs were, so your entire argument is invalid. The whole reason that HNM monopolizing was an issue, was because you could *** monopolize it. You can't monopolize voidwatch.
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By Fumiku 2012-01-11 16:01:06
I agree with this statement however couldnt SE put some sort of check in there? Like how Shinryu works.
Put in for example a check that says this person has X item so it will go to another chest?
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Server: Lakshmi
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By Lakshmi.Sparthosx 2012-01-11 16:01:36
Ragnarok.Kongming said: »Seriously, let's analyze pooling and compare scenarios from a business standpoint. In this example we'll have two friends who are very likely to share gear pools, since Player1 is DD heavy and Player2 is mage heavy, and they're out for gear accordingly.
In a pooled system they've effectively doubled their drop rate assuming no overlapping gear, and thus the amount of time they take to complete what they set out for has been halved. Most people quit when they run out of goals, so we're essentially taking in half the money we would have "otherwise", and this is only assuming 2 people: guess what happens when an entire alliance of 18 people abuse the system?
Now, "otherwise" can be exceptionally misleading because you're not considering what is actually happening. If player2, who is strictly mage only, happens to get a Corsucanti by chance, what is the probability that they will in turn level THF considering the ease in leveling abyssea has granted? Pretty damn high. I'd say there are few other better reasons to level THF. So not only has not pooling created a better time sink for each individual player, the current distribution method actually creates more timesinks, because Player2 will subsequently go on to level THF and gear it.
And you're asking SE why they have their heads up their *** when they design this content? Please.
Not everyone gives a ***about rare gear unrelated to the job they currently play. If I say got a Borealis (sparkly GSWD off Ig-Alima), Im not going to rush out to Abyssea to cap DRK or PLD to use this piece of gear because I don't give a ***about those classes. Many people enjoy a handful of jobs and getting gear for unrelated classes means mannequin or /toss.
Sure, some people will level a class to use a rare piece but is that gamble worth pissing everyone off with a purely random loot distribution system?
2. By compartmentalizing the drops to individuals under the current system you drive a wedge between friends/associates who are often the reason people log-in to play FFXI. Nothing but repetition can help your friends get drops which means eventually you burn out of trying and move on or pursue selfish play-styles. Voidwatch is PUG friendly but linkshells? Terrible system to help likeminded people with.
The whole system destroys the social aspect of XI all for the sake of trying to be "fair" and by "fair" I mean distributing loot like a wacky waving inflatable arm-flailing tube man.
In the old system of say.. ZNM I could gear myself and reasonably put in time to help a buddy or 4 with his drops with the mindset that we stood a good chance of seeing the drop with a few kills. You could cap out on loot in ZNM (barring Hachiryu which was meant to be rare) easily yet we're supposed to believe Voidwatch loot improvements would send people running to the doors?
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By Phoenix.Dramatica 2012-01-11 16:03:29
SE has never had an issue with selling rare/ex gear in the past anyways. The only time it was ever an issue was when people would outclaim others on NMs for the sole sake of gil and waste drops if people wouldn't pay. The sheer rarity and demand of voidwatch drops would keep most from being sold anyways.
By Chyula 2012-01-11 16:04:11
The design is flawed, heavy metals should have been the grinding incentive or act as the point system and the ultra rare/ex gear is just icing on the cake type of reward. I don't get my SE make both ***so rare that when ppl get bodies they'll stop going because the 99% occuy port jeuno will know they can't finish the upgrade.
just make an indepent treasure slot that drop 1-3 plates rather you cap light or not and that will give ppl the incentive to grind this for anothe year or two depend how much time each person spend playing everyday or how many empy weapon they had. its a win win situation for the player and the developer's paycheck.
VIP
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By Siren.Kalilla 2012-01-11 16:04:45
Phoenix.Dramatica said: »Voidwatch isn't exclusive like HNMs were, so your entire argument is invalid. The whole reason that HNM monopolizing was an issue, was because you could *** monopolize it. You can't monopolize voidwatch. Are you kidding?
If you could suddenly start giving items to people, there would be linkshells just like there are FC burns. You pop constantly throughout the day until the drop is in one of the members chests. Then you have that mule come over and trade you for the 25 mil you spent on that body, and they put it in the treasure pool for you to lot.
It is no different, at all.
Yes they can't monopolize it, but they can still do the same ***.
01-10-2012 03:02 PM | Camate | Community Rep |  |
| Thanks so much for all the feedback regarding Voidwatch.
I have a couple responses to some of the suggestions and opinions that have been stated. (Sorry it’s a bit long)
Drop rates of equipment for each chapter
There are no drop rate differences for equipment in chapter 1, 2, or 3. Each has the same amount of rarity and there are no differences between chapters.
Bonuses for players who spawn the monster
It would be possible to look into this if other players who pay the costs received the same effects, for example, receiving the same benefits when using the maximum amount of cells. On the other hand, we are not thinking about offering special benefits just for spawning the monster. In extreme cases, only the player spawning the monster would consume Voidstones and continuous battles could take place which would eliminate the good point of Voidwatch where each member receives their own reward and would also develop long claim times.
Cruor needed for atmacite upgrades
For the amount of cruor needed to upgrade atmacites, the idea was not to acquire these beforehand in Abyssea, but to upgrade atmacites while receiving cruor as rewards for Voidwatch. In order to save cruor, it’s possible to increase the amount gained by using cells or participate in battles without spending Voidstones just for cruor rewards.
In regards to other feedback we have received, especially about the areas we plan to focus on to address, I would like to go over the planned adjustments.
Weaknesses and rewards
Since exploiting a monsters weakness is directly linked to the rewards, it seems like players are focusing on creating parties that can quickly defeat monsters whose weaknesses can be exploited easily. As we would like players to utilize weaknesses as an element of strategy, we would also like players to have fun on a larger scale, so we will be looking into making it so that the connection between exploiting weaknesses and the rewards received are not too strong.
Weakness revamps
In order to create battles that can be completed without relying on temporary items, we are planning to revamp weaknesses as well as adjust the distribution of temporary items.
Also, in regards to cases where the weakness is difficult or due to your setup you cannot exploit it even though you determined what it is, we are planning to perform appropriate adjustments. Though we have already received quite a bit of feedback on weakness, if there are any others you would like us to look into please submit your feedback.
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Subsequent follow-ups
Depending on the route/monster (also depending on players), they are becoming split into popular/unpopular, so we will be continuing to find ways to make it so it will be easy for players that take on these routes later to gather party members.
Also for players that have already cleared these routes, there are already benefits for them to re-do them, such as being able to participate without spending Voidstones and receiving cruor/XP rewards; however, since we feel this isn’t enough, we will be looking into other benefits to participate in fights that have already been completed.
Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback. | |
01-16-2012 04:39 PM | Camate | Community Rep |  |
| Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo (S). This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo (S) in a different area.
Battle adjustments
Quote: My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
That is exactly what our idea for Voidwatch was at the time of first implementation.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items. As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot. | |
01-18-2012 04:34 PM | Camate | Community Rep |  |
| Howdy!
I would like to make an addition to a planned adjustment that was announced earlier.
The issue at hand is the highest priority issue that we would like to address first before we make any other adjustments. There are many other adjustments we would like to make, but if we make too many adjustments at once, the following issues may occur:
The balance is shifted too quickly, possibly making the game worse
It is difficult to see improvement because too many changes are made
An unexpected adverse effect occurs due to the changes overlapping
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
In response to us making adjustments in stages, many of you may feel that we are not making enough adjustments, but we hope you understand that our plan is to continuously make adjustments.
Also, when leaving feedback I would like to ask that you provide detailed opinions with suggestions for improvement, rather than simply stating whether you like or dislike a proposed adjustment. This would be very helpful for us.
Now, I will address some feedback that has been submitted.
Quote: I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content. We understand your concern that players will simply switch to their strongest jobs due to the removal of the necessity to proc weaknesses and we’re carefully planning to address this issue.
In order to avoid content becoming monotonous, an idea we are looking into is not completely separating weakness and loot by increasing the maximum bonus attained through cells and other ascent items. As a result, if there are few players involved, using cells will replace having to proc weakness, and for larger parties, it would be possible to avoid paying the high cost for cells by procing weakness as usual.
We may discover some issues with the above proposal upon our extensive review, but we believe that if we completely separate weakness and loot, it is inevitable that players will lean toward using only their strongest jobs.
In order to allow creative freedom in battle, it is necessary to improve the effects of procing weakness, so that it is more enjoyable to use various tactics to proc weaknesses rather than resorting to using the strongest job available. This is a long term goal for us, so it is not possible to make this change all at once, but we will be taking steps one by one to achieve this goal.
Please let us know what you think. | |
01-23-2012 02:22 PM | Camate | Community Rep |  |
| Greetings!
We will be implementing the below adjustments to Voidwatch during this week’s test server update.
Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo (S) to Beaucedine Glacier.
※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
※The above addition is a provisional change.
We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have. | |
01-26-2012 01:43 AM | Gildrein | Community Rep |  |
| [dev1075] Voidwatch Adjustments
*The following content is in development. Specific details may differ from the release version.
The Jeuno II Voidwatch operation at Fort Karugo-Narugo (S) may also be undertaken at Beaucedine Glacier.
*Beaucedine Glacier will be added as a destination to Atmacite Refiner teleportation menus.
*This is a temporary measure.
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